Batch cloud drawing

This commit is contained in:
numzero 2020-11-22 09:13:16 +03:00 committed by lhofhansl
parent f1349be542
commit 095f82692d

@ -170,8 +170,9 @@ void Clouds::render()
// Read noise // Read noise
bool *grid = new bool[m_cloud_radius_i * 2 * m_cloud_radius_i * 2]; std::vector<char> grid(m_cloud_radius_i * 2 * m_cloud_radius_i * 2); // vector<bool> is broken
std::vector<video::S3DVertex> vertices;
vertices.reserve(16 * m_cloud_radius_i * m_cloud_radius_i);
for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) { for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i; u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
@ -195,12 +196,7 @@ void Clouds::render()
{ {
s16 zi = zi0; s16 zi = zi0;
s16 xi = xi0; s16 xi = xi0;
// Draw from front to back (needed for transparency) // Draw from back to front for proper transparency
/*if(zi <= 0)
zi = -m_cloud_radius_i - zi;
if(xi <= 0)
xi = -m_cloud_radius_i - xi;*/
// Draw from back to front
if(zi >= 0) if(zi >= 0)
zi = m_cloud_radius_i - zi - 1; zi = m_cloud_radius_i - zi - 1;
if(xi >= 0) if(xi >= 0)
@ -220,17 +216,10 @@ void Clouds::render()
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0) video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
}; };
/*if(zi <= 0 && xi <= 0){ const f32 rx = cloud_size / 2.0f;
v[0].Color.setBlue(255);
v[1].Color.setBlue(255);
v[2].Color.setBlue(255);
v[3].Color.setBlue(255);
}*/
f32 rx = cloud_size / 2.0f;
// if clouds are flat, the top layer should be at the given height // if clouds are flat, the top layer should be at the given height
f32 ry = m_enable_3d ? m_params.thickness * BS : 0.0f; const f32 ry = m_enable_3d ? m_params.thickness * BS : 0.0f;
f32 rz = cloud_size / 2; const f32 rz = cloud_size / 2;
for(int i=0; i<num_faces_to_draw; i++) for(int i=0; i<num_faces_to_draw; i++)
{ {
@ -320,15 +309,25 @@ void Clouds::render()
v3f pos(p0.X, m_params.height * BS, p0.Y); v3f pos(p0.X, m_params.height * BS, p0.Y);
pos -= intToFloat(m_camera_offset, BS); pos -= intToFloat(m_camera_offset, BS);
for (video::S3DVertex &vertex : v) for (video::S3DVertex &vertex : v) {
vertex.Pos += pos; vertex.Pos += pos;
u16 indices[] = {0,1,2,2,3,0}; vertices.push_back(vertex);
driver->drawVertexPrimitiveList(v, 4, indices, 2, }
video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
} }
} }
int quad_count = vertices.size() / 4;
delete[] grid; std::vector<u16> indices;
indices.reserve(quad_count * 6);
for (int k = 0; k < quad_count; k++) {
indices.push_back(4 * k + 0);
indices.push_back(4 * k + 1);
indices.push_back(4 * k + 2);
indices.push_back(4 * k + 2);
indices.push_back(4 * k + 3);
indices.push_back(4 * k + 0);
}
driver->drawVertexPrimitiveList(vertices.data(), vertices.size(), indices.data(), 2 * quad_count,
video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
// Restore fog settings // Restore fog settings
driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density, driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,